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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Sun Oct 03, 2021 12:41 pm Post subject: The mgr.inz.Player challenge |
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Hi all,
in absence of mgr.inz.Player, our resident LUA expert, I am not sure who could I turn to for help.
Are you may know, mgr.inz.Player built a LUA-based extention for custom templates. You can find my latest edits of his work here.
I would like to add jmp14 variants of them, so the injection code need to be tweaked as follows:
- look at the instruction and instead of replacing 5+ bytes worth of instructions, we'd need to replace 14+ bytes of instructions (to make sure there's always at least 14 byte for the extended jump we need to "round up" to the next complete instruction).
- No NOPs because when CE assembles a jmp14 by default, it will cause a crash.
- the return jump must point to the instruction behind the last instruction replaced.
Here's a sample of the original:
Code: | lblMoveSpeedCalc:
push rbx
//Alt: movss xmm1,[rsi+00000290]
//db F3 0F 10 8E 90 02 00 00
readmem(aobMoveSpeedCalc,8)
mov rbx,pCharComp
mov rbx,[rbx]
cmp rbx,rsi
jne short lblMoveSpeedCalcSkip
cmp dword ptr [bEnableMoveSpeedMod],1
jne short lblMoveSpeedCalcSkip
mulss xmm1,[fMoveSpeedMod]
lblMoveSpeedCalcSkip:
pop rbx
jmp lblMoveSpeedCalcRet
aobMoveSpeedCalc_i:
readmem(aobMoveSpeedCalc,8)
//CharacterComponent:UpdateMovement+1b03:
aobMoveSpeedCalc:
aobMoveSpeedCalc_r:
jmp lblMoveSpeedCalc
nop 3
lblMoveSpeedCalcRet:
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And here's the manually created jmp14 version of it (ignore the fact I broken up the 16bytes into 2 pieces, a single 16byte array is just fine):
Code: | lblMoveSpeedCalc:
push rbx
//Alt: movss xmm1,[rsi+00000290]
//db F3 0F 10 8E 90 02 00 00
readmem(aobMoveSpeedCalc,8)
mov rbx,pCharComp
mov rbx,[rbx]
cmp rbx,rsi
jne short lblMoveSpeedCalcSkip
cmp dword ptr [bEnableMoveSpeedMod],1
jne short lblMoveSpeedCalcSkip
mulss xmm1,[fMoveSpeedMod]
lblMoveSpeedCalcSkip:
pop rbx
readmem(aobMoveSpeedCalc+08,8)
jmp lblMoveSpeedCalcRet
aobMoveSpeedCalc_i:
readmem(aobMoveSpeedCalc,16)
//CharacterComponent:UpdateMovement+1b03:
aobMoveSpeedCalc:
aobMoveSpeedCalc_r:
jmp lblMoveSpeedCalc
//nop 3
aobMoveSpeedCalc+10:
lblMoveSpeedCalcRet:
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I there any among you who are up for the challlenge?
If you could update just one of the custom injection templates, I guess I could apply the same logic to the others.
Thank you!
PS.
In case you know what's up with mgr.inz.Player, please let me know.
Cheers!
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25298 Location: The netherlands
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Posted: Sun Oct 03, 2021 1:07 pm Post subject: |
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jmp far
_________________
Do not ask me about online cheats. I don't know any and wont help finding them.
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Mon Oct 04, 2021 3:38 am Post subject: |
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Hi DB,
replacing jmp with jmp far may force a JMP14, but the rest of the template remains the same (everything else remains JMP5 in the generated AOB script, meaning I would still have to manually do all the adjustments).
Try Csimbi's AOB Injection Templates -> Csimbi's AOB; targets process, you will see what I mean.
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3110
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Posted: Sun Oct 17, 2021 6:56 am Post subject: |
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Took some time to understand mgr.inz.Player's magic and some tinkering of my own, but I managed to do it in the end.
I attached LUA script in the original thread.
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